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keying


Pepsiguy

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so im getting better dging on my mage tank, and i want to start going in groups to make it less boring, and ive always heard about keying and what not, and ive wanted to try it so i have a couple questions (and this is a f2p account).

 

1. main question, how do i key and do it effectively?

2. what items should i bind (52 def 70 mage) currently have firestaff and death runes

3.will think of others

The once was a mexican called pepsi,

Or maybe it's just he had Hep C,

He was a pretty cool bro,

Bros generally are you know,

He hailed from the land of 'taters,

He was known to hate many-a-hater,

He likes a girl named Lacey,

His thoughts about her are kind of racy,

And also his dad likes to [rooster].

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To effectively key you're going to need fast reaction times, the ability to memorise the map and locations of doors, and high non-combat skills. Since you're on a mage tank you'd probably need to delegate strength doors to another player. You more or less will just follow the same strategy you do when you solo, except you avoid combat at all costs and have team mates clear rooms for guardian doors, not stopping to help unless there's a particularly strong enemy they'd absolutely need your help with, or if there are no other rooms you can explore aside from what's past that gd.

 

For equipment, since you're f2p and can't get a shadow silk hood, you're going to want the highest level equipment you can wear for defensive bonuses, preferably a plate or ranged top, with your second bind being some sort of weapon; since you're keying you don't need offense as much as you do defense. For ammo you're going to want your highest spell's combat rune, blood runes at your level, if you are going to stay low in runecrafting. If you have high enough rc to make good combat runes, you'd want law runes instead on a typical account. Since your account is magic based though, unless you have range or melee levels to deal damage with, you should probably stick with the runes for combat spells and instead just get high enough rc to make laws.

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To effectively key you're going to need fast reaction times, the ability to memorise the map and locations of doors, and high non-combat skills. Since you're on a mage tank you'd probably need to delegate strength doors to another player. You more or less will just follow the same strategy you do when you solo, except you avoid combat at all costs and have team mates clear rooms for guardian doors, not stopping to help unless there's a particularly strong enemy they'd absolutely need your help with, or if there are no other rooms you can explore aside from what's past that gd.

 

For equipment, since you're f2p and can't get a shadow silk hood, you're going to want the highest level equipment you can wear for defensive bonuses, preferably a plate or ranged top, with your second bind being some sort of weapon; since you're keying you don't need offense as much as you do defense. For ammo you're going to want your highest spell's combat rune, blood runes at your level, if you are going to stay low in runecrafting. If you have high enough rc to make good combat runes, you'd want law runes instead on a typical account. Since your account is magic based though, unless you have range or melee levels to deal damage with, you should probably stick with the runes for combat spells and instead just get high enough rc to make laws.

f2p's highest spell is fire blast, and they only need death runes. im guessing thats what you mean instead of bloods?

and should i mix it up a bit? say have bryll top and hood, fracite legs and shield and dromoleather boots and vambs?

and also im leveling my range up so ill switch between mage and range

also i got 60 rc, going for 65 cuase 125 deaths probably wont last and all my non cb skills are gunna be 50+ so i can make things and help when im waiting for rooms

The once was a mexican called pepsi,

Or maybe it's just he had Hep C,

He was a pretty cool bro,

Bros generally are you know,

He hailed from the land of 'taters,

He was known to hate many-a-hater,

He likes a girl named Lacey,

His thoughts about her are kind of racy,

And also his dad likes to [rooster].

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Yeah, forgot that f2p can't use waves... Guess the deaths then instead of bloods. From what I've seen with videos and guides involving those with higher levels, they tend to prefer range and melee armor mixed when tanking, especially for the shades which seem to be a mix of range and mage that can't be protected against. I'd say if you're keying you should focus on binding defensive gear and then getting mage robes to switch to for offensive bonuses as you need them. Maybe look at having a robe top when you can bind multiple items. A tank is a very peculiar case compared against the standard fare of mains and melee-based pures that make up the majority of accounts. This is pretty interesting to come up with a strategy for.

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Don't ever waste time trying to create more armour at the start of a dungeon. Just bind your fire staff and death runes and only make other equipment if it's completely convenient on a non-rush dg run (ie. you find two dromo dinos and you have enough money for the other hides/you find some fractite rocks).

 

Are you level 50 yet? I would suggest a fractite chainbody as:

 

1. It has the same negative magic attack bonus as dromoleather

2. Lighter than platebody by 4kg and only 2 heavier than dromo

3. Much considerably better defence in all fields except for magic compared to dromoleather (But with a high magic level, that should help shield you against magic attacks anyway)

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Tips for keying

-Use notepad to note location of key doors and certain skill doors. It helps a ton.

-Drop ggs at guardian doors, gate the next guardian door, and after one is cleared take the GGS to it, gate another, and so on. If there is a skill door you cannot do, briefly take GGS there and have someone open it ASAP

-Establish with your team that you want to do the floor quickly. If there is an expectation to go fast, they will usually pay more attention

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Tips for keying

-Use notepad to note location of key doors and certain skill doors. It helps a ton.

-Drop ggs at guardian doors, gate the next guardian door, and after one is cleared take the GGS to it, gate another, and so on. If there is a skill door you cannot do, briefly take GGS there and have someone open it ASAP

-Establish with your team that you want to do the floor quickly. If there is an expectation to go fast, they will usually pay more attention

 

That works when you're not dg'ing with a bunch of idiots who are too busy making being scared to go into a gd first. Or they don't ggt when you tell them to because they're busy making armour; or they don't have any laws/cosmics :wall:

 

Most of the times, you will have to do a bunch of stuff yourself if you want to go fast.

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